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Kga Facts And Opinions

In Summary, this is just a quick fact and opinion paper on the game design process

Adam Williams, Blogger

November 1, 2010

5 Min Read

Adam Williams

Mr. Totten’s class

Game design process

There, are many different parts of the game design process. For example, you have the people that you see working on the game, and you got the people behind the scenes. It’s a very completed process, but with six steps it can be easier.

First step is to; make sure your game begins with a design treatment, or to simply a quick discussion of your game’s features etc.

Step two is to, have a preliminary design. Basically what that is, discussing your rules, and your game controls, along with the content and behavior of your game.  This document should be circulated and discussed as widely as possible given the situation.

Step three is the final design, a re-write of the last document or paper, which etches the product's features in stone.

Step four is the product specification, but it only makes sense to have that for, a interactive game, and not for your non-interactive games, but that is how detail the features adopted in the final design will be implemented.

Step five is the graphic bible, and what that is, it determines the look and feel of the game's characters, maps, props, etc.

The sixed and final step is the interactive screenplay, and what that is, if appropriate, contains the dialogs and the storyline implemented into the product.

Now the next part, I’ll be talking about is yes the important game engine. In my opinion, there are ten game engines that are really good. First one is the C4 engine. It’s a very powerful engine, and the more power an engine has, the better that game will be.

Second one the Panda 3D engine. This engine was used for, the “pirates of the Caribbean online” game. It’s an open-source engine, free for any purpose, including commercial ventures.

Third is the NeoAxis 0.9 engine. It’s a complete integrated development environment for creating interactive 3D graphics including 3D virtual worlds, AAA games, and realistic simulations.

Fourth engine is the TORQUE 3D. This engine is used for all video game systems such as, PSP, PS3, wii, and Xbox360. Also its used for, the Mac, pc, and the iphone. It’s the latest generation of GarageGames’ Torque engine.

Fifth engine is the Vicious Engine 2. This engine is also used for PSP, PS3, wii, and Xbox360. The engine provides a fully-rounded toolset, including navmesh-based pathfinding, an easy editor for creating re-usable hierarchical state machines, and contextual point-and-click scripting for those who don’t want to get their hands dirty with code. Also, according its developer, the engine will convert your game to PlayStation 3, Xbox 360 and PC ‘simultaneously at the push of a button’, which is quite awesome. It’s also got an in-built asset manager with a version control system to make sure that all assets are checked out when working on them and to ensure that assets remain frozen as milestones approach.

Sixth engine is the BigWorld. This engine also is for the PSP, PS3, wii, and Xbox360. It’s a good engine and it’s popular in china. Version 2.0 offers performance increases due to improved multi-threading support on the client side, various special and post-effects that enable a wide range of real-time filters to be applied to the graphics engine, including sophisticated motion blur depth of field and colour correction and distortions. On the server side, the architecture has been rolled over onto 64-bit, enabling much greater memory addressability – and therefore larger, more complex worlds – and further revisions to server scalability, reliability and general performance.

Seventh engine is the Vision Engine 7.5. How ironic, that the seventh engine I’m going to be talking about, is a 7.5 engine. This engine as you know is used for the PC (DX9 & 10), Xbox 360, PlayStation 3, Wii, and not for the PSP. Version 7.5, adds a complete DirectX 10 engine that makes ‘full use’ of the DX10 feature set, as well as an enhanced PhysX integration that allows visual editing of physical properties and joints. The engine’s event and trigger system have also been fully integrated into the editor, and Wii support has also been overhauled.

Eighth engine is the Infernal Engine. Unlike the Vision Engine 7.5, this engine is used for the Xbox 360, PS3, PC, Wii, PS2, and PSP. This is also a good engine and can get the job done. The Infernal Engine is built from the developer’s 15 year history in the industry, during which time it’s shipped more than 30 titles. As such, much of the focus is on streamlining production. Take, for example, the integrated editor: not a major distinguishing feature on its own, but it enables collaborative level design, farms out light mapping and other intensive processes to servers, has an integrated performance monitoring and memory tracking system, and even optimizes the packaging of game assets to minimize disk seeks on physical media.

Ninth engine is the BlitzTech engine. This engine is also used for the PS3, Xbox 360, Wii, PSP, and PC. This engine is also good and can get the job done. Where this engine excels is in the graphics part. One particular highlight is that it runs entirely on dynamic lights – there are no pre-baked light maps whatsoever – on both the Xbox 360 and PS3, which gives better lighting and immediate feedback for artists.

The tenth and final engine is the Unity 3D engine. This engine is used for the PC, Mac, iPhone, Wii, and not the 360 or PS3. This engine will also get the job done. The editor is also now completely scriptable, meaning that new workflows and interfaces can quickly be made up. Several members of the community have made new editors freely available, including a pathfinding module with automatic and manual navigation mesh generation and behavioral tree editors.

I thank you for your time, and letting me talk about all of this, thank you and have a nice day.

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